Racing Against the Sands of Time in Mechs vs. Minions

Twist and turn through a labyrinthine map in a very challenging and dangerous Mechs vs. Minions mission.
I went right back to Mechs vs. Minions, determined to get closer to the finish line! Throughout this experience of playing through the campaign, I’ve learned more about what I like… And I’m not sure if campaign-style mechanics are exactly for me. All the same, I was ready to fly through the last handful of missions and save the day!
Spoiler Alert
Avert your eyes if you haven’t played through Operation: Magical Banana! This one is a little more unique in terms of its strategies. No worries if you want to keep it a surprise for yourself! Better to enjoy not knowing about that banana…
Game Overview
Game Name: Mechs vs. Minions
Publication Year: 2016
Designers: Cantrell, Ernst, Librande, Saraswat, and Tiras
Artists: Danny Beck and Tysen Henderson
Solo Mode: Included in the Base Game (Cooperative)
Perhaps I missed the obvious, but I never could figure out the reference to this magical banana. There was no sliding around in this mission… Though the lava looked rude!
I think it’s best to enjoy all of the missions all at once. Maybe I missed the reference in the flavor text!
Ready to Go
This was going to be a difficult mission. The map tiles included lava and a meandering path, complete with rune gates. I needed careful movement to get ahead.
What’s worse, the main component can be seen hiding in the upper left area of this photo. See that nasty bugger?
Of course, the mechs had to push or tow the bomb all across the play area! Who would they be without that sort of challenge?! This was going to be a slight nightmare.
As usual, I enjoyed looking at the paths and planning some of my first moves. I didn’t say they were good, though!
A Ticking Bomb
There it was. Corki’s mech looked ready to eat the bomb! No such luck… It was all about safely pushing or towing it.
The trouble was damage. At just 10 health, it couldn’t run over many minions, nor take constant damage.
But that wasn’t the worst of it. The rune die had a 50% chance of causing 1 damage at the end of every round. Ouch! I needed to get moving, and quickly.
My first attempt was comically bad. I barely moved the bomb before it exploded! Too much damage was to blame, along with some bad luck. So off I went for another try.
Stuck in the Trenches
The trouble was the exact movement that the bomb required. To limit its damage, it typically came down to towing it through this minion-infested zone.
My trouble? The rune gates made it difficult to get everyone into the same area. I typically had the bomb exposed on a couple of sides with little to no support.
Keeping some mechs near the start proved to be foolish. Once again, the bomb exploded in an undignified manner.
I barely made it further and I felt like I actually ran into an impossible scenario. This wasn’t time to give up, though!
The Line Between Challenging and Frustrating
All of the past missions took me about 1-3 attempts to complete. Even with the losses, I felt like I was learning and figuring out how to solve the puzzle. This was the only time I felt like I floundered, no matter what I did. Maybe I just wasn’t focused, or maybe the command card drafts were just really unlucky! Frustration entered the picture.
That brings up an interesting point. I have no problem with losing… Repeatedly, even! There are only a few solo board games I truly feel like I’ve mastered. With the rest, I learn something new and improve with most plays.
Alas, this mission felt out of place. I could see the challenge, but the constant damage and randomness of the rune die dealing direct damage took some of the air out of my sails. Maybe I just really didn’t see the path forward, though!
Running Out of Time
In the worst-case scenario, this mission ends in approximately 10 rounds. I had to assume the worst, so my third attempt revolved around moving quickly.
Time felt like it was ticking down with every point of damage. 5… 4… 3… 2… 1. The mechs made it pretty far!
Once again, the bomb exploded miles from the final repair pad. Was I cursed?! I tried out all manners of strategies, yet it was a futile effort. Nothing was working.
Yet in the world of Yordles, there is always a way. I took a short break, then prepared to tow that bomb to safety!
Session Overview
Play Number: 15-18
Solo Mode: Included in the Base Game (Cooperative)
Play Details: Operation: Magical Banana (Mission 8)
Required Play Space: 52″ x 34″
Setup Time: 10 Minutes
Play Time: 40-105 Minutes per Play
Outcome: 3 Losses and 1 Win
Maybe it was the addition of some bananas that turned the tide! Actually, it was the added health from playing in E-Z mode. I’m not ashamed to admit it, particularly since the bomb only had 1 remaining health. Success!
%
20 Plays
Affordability
Price & Value
8
Functionality
Challenges & Mechanics
10
Originality
Design & Theme
10
Quality
Components & Rules
10
Reusability
Achievement & Enjoyment
8
Variability
Distinctness & Randomness
6
Continue the Conversation
Are there specific elements you like or dislike about Mechs vs. Minions? How many attempts did it take you to complete this mission? This was the most difficult experience yet, and I don’t know how to complete it without the extra starting health! But after getting a little frustrated, I’m still happy with the outcome. Now to forge on without this bomb!
It’s tricky for a game designer. If the game’s too easy or too hard to win on the first play, I’m likely to be put off it. But I’m probably not at the same competence level as you, and ideally they want to sell to both of us…
Very true! This is why I often like games that offer a sliding scale of difficulty. When it seems too easy, jumping up to the next level often adds a nice challenge. Then there are the games where the easy level just feels absolutely impossible!
I can appreciate the work of a game designer more and more nowadays. Pleasing a wide audience is really hard, and finding that space where gameplay is challenging for most is far from simple. My hats off to those who succeed in this endeavor.
There’s also a good chance I just couldn’t quite focus on this mission. At this point, I’ve finished the entire campaign, and this was the only mission I didn’t particularly care for. 9 out of 10 fun missions is a really good rate, though. I really can’t complain!